GM_Colin |
Continuation of the Emerald Spire run that was started by GM Mike R from Outpost VII.
Current characters (assuming they don't change their character for the Emerald Spire run):
Tusk Arane
Tat Gnosor
Khon'Ur
(Mike will be back for lvl 4)
And I totally forgot to change the level number when I copy and paste the thread title, oops.
GM_Colin |
That's the very thing I want to talk about when you three check in.
Do you guys prefer getting 2 more players that continue the venturing down the Spire with you and save room for Mike's character, or just look for 3 for this floor and worry about the rest when floor 3 is cleared?
GM_Colin |
And just to clarify, I never intended to start with only three. Just want to get everyone (that's from lv2) here so we can talk about recruiting other players.
Tusk Arane |
Okay, recruit 2 and save room for Mike's character.
Tat Gnosor |
Okay, recruit 2 and save room for Mike's character.
I second this.
Khon'Ur |
I think we can take three players, but with a warning that one place is reserved for the next game. It's not a fact that all six of us will want to move on to the next game/floor. And if we want, we can hold a lottery between three new players. Roll d20, like for the boon - whoever is bigger is in the next game.
GM_Colin |
Let me see if I can get a friend of mine to come and join only for this level, and then we recruit 2 more from Flaxseed Lodge.
Meanwhile, don't forget to level up your character to lvl 3!
GM_Colin |
1 person marked this as a favorite. |
The friend of mine agree to step in and fill Mike's spot for this floor. Tat and Khon'Ur might know him as Tippa(flurry warpriest) from our 8-00 multi-table special table or Elizabeth(Elf Conjurer) from my 2-13 Murder on the Throaty Mermaid.
And I posted in the Flaxseed Lodge and OPO discord to recruit more player. I feel like I should've write more on the recruiting post, but my brain is slow today.....
GM_Colin |
RPG Chronicle link and Google slides for game map is up!
On page 1 of the slide is the character info page. Please fill in/update your character info for the dice roll and add your token to it (you can put your custom token if you have one, or use the Paizo avatar for your character). RPG chronicle is used to collect reporting info and need to be fill out as well. If you're uncomfortable with RPG chronicle, you can PM me the reporting info.
Tat Gnosor |
As Long Strider is a personal spell, its target is the one holding the wand. Tat can certainly try (UMD+11) to cast it (actually, it would be great for him to have a speed of 30 feet instead of 20 feet), but that does not help you...
Tat Gnosor |
I'm traveling today - will post tomorrow.
GM_Colin |
If that's what your heart desires.
I've seen my fair share of murderhobo Pathfinders that go into someone else's place, refuse to leave thus provoke the fight, then proceed to murder everyone. I'm not afriad of giving out Evil Act checkmark, however.
Khon'Ur |
I suggest to:
- close the door
- buff
- open the door
- kill them all
Khon'Ur is not a very good guy, and he doesn't hide it too much.
GM_Colin |
Sorry guys, got a lot going on between mentoring high school robotics team, VA duty at game store, an Eyes of the Ten run, GMing for a bunch of new players across 4 time zones, GMing Emerald Spire for online lodges (on VTT), and upcoming local convention that I need to run games for. (on top of work and other Gameday XIII obligations)
I will be busy all day this week and will resume/start the combat next Monday. Thank you for your understanding.
You know people always says "After this one is over I hope next week is less crazy", but that Next Week just never come......
Tusk Arane |
I'm going on Vacation from the 20th to the 27th, I won't even have internet access as I'll be on a Cruise to Mexico and one of the Carribean Islands that my brother paid for.
Tat Gnosor |
No worries, GM_Colin. I'm sure we can handle a little wait. ;-)
Thanks again for running this!
Tusk Arane |
Almost forgot, you can bot me for the fight and upcoming non-boss fights since I'll be on vacation.
My speed is 20.
Preferred: GreatAxe: +4 to hit, 1d12+3 Slashing DMG, Crit X3.
Fights until he is Koed.
Uses Gun if he sees the Enemy is wearing Heavy Armor, ie. my character clearly knows that is Plate Mail or Stone Plate. I have rapid reload, but not cartridges, so it is a move action to reload. My first shot is preloaded.
Impedance |
Happy Thanksgiving everyone! I gonna travel and may not have timely access this forum. @GM_Colin Plz bot me if I have no response in 24 hrs.
Khon'Ur |
Hmm. You know, I have a reroll for a goblin T-shirt and it's very likely that I would have spent it on saving from Color Spray .)
Will: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
The next question is how do we solve this without retconing several rounds? I suggest this: Khon'Ur is currently active and has several rounds* of additional attacks, as if he were hasted. It's still exactly what I would do in those rounds when I was just standing - I would hack, slash and chop.
*If you allow me to act in the fifth round, then one extra attack will be enough (I think I was stunned for one round?)
GM_Colin |
You can certainly use it. If so, just roll here, and I will ret-con if necessary.
So you were not stunned AFTER you acted during round 4 (ready action), but your attack vs the iron cobra missed nevertheless. In round 5, before your turn, you failed the save vs Sound Burst so is stunned for a round, so you would've still not be able to act in round 5. You can act when your turn comes up in round 6 though.
Tat Gnosor |
Moving this to discussion...
Tat Gnosor wrote:@GM: Is it allowed to aim a cone spell in a way that prone people do not get hurt? I see no reason why it shouldn't be possible to aim it slightly upwards that the cone doesn't reach anything below the kneecaps... If yes, Tat will show the enemies what it means to be hot-headed!
** spoiler omitted **
Enemy and prone allies are still considered occupying the same 5x5x5 3D square, and unfortunately you can't affect a square partially in Pathfinder. It's either all or nothing.
Magic wrote:The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares (...) If the far edge of a square is within the spell’s area, anything within that square is within the spell’s area.
OK, if these are the rules, I will abide by them:
I choose a grid intersection 5 feet above the ground. (I changed the cone direction on the map)
Humans (the Splinters are human, right?) are usually more than 5 foot tall, so their heads are located partly inside the 5 foot cube above the ground and therefore should be engulfed in the flames.
(Of course you can roll the height for each female human and see who is small enough to not be affected. Just add one inch for their boots, please.)
I illustrated it on a new slide 10 - it shows elevation, not the floor plan.
(I used a copy of slide 2 because the room has a nice grid as background and it was quickly available.)
Here is Sean K Reynold talking about the game being in 3D. (Link)
Tusk Arane |
@Tat Gnosor, I like that idea, except in Pathfinder a medium creature occupies a 5X5X5 foot space. Even if the human is 6 feet tall, if you cast 1 square up you miss. At least that is how I think it works.
GM_Colin |
Allright, I consulted some GMs and VOs and got responses supporting either direction. I'm going to do what everyone who plays a d20 based system game should do----accept the result of the dice. The reasoning is that, if one is unwilling to accept a dice determining the outcome, they just reject the majority and the very foundation of how dice-based roleplaying games work. I am going to try to be impartial and will let the dice decides whether this is ok or not.
1 is Yes, 2 is No; The RNGesus says: 1d2 ⇒ 2
I'm sorry. There are times and places for a well-aimed Burning Hands, but seems like now is not one of them.
You can burn the black one if you start your cone in Tat's upper right corner though. Or you can Grease them all to fall prone so Khon'Ur can chop them into pieces when he get to act, which is soon.
Tat Gnosor |
Very well. The dice have spoken and I may not like the outcome, but I'm going to accept it.
You can burn the black one if you start your cone in Tat's upper right corner though. Or you can Grease them all to fall prone so Khon'Ur can chop them into pieces when he get to act, which is soon.
Thanks for the tip, but unfortunately - as he's a sorcerer built for blasting - Tat doesn't know the grease spell. I think I have to go shopping for some scrolls right after we (hopefully) survive this level...
Will post alternative actions soon.
Tat Gnosor |
I finished editing my alternative actions posting in gameplay.
Tat Gnosor |
Questions:
If Tat activates his Spell-Like Ability Produce Flame (CL3), can he use the flame to deal fire damage to the rope?
1d6+3 damage would be enough to destroy it regardless if it's a Hemp Rope (2 hp) or a Silk Rope (4 hp).
A Spell-Like Ability is also NOT a spell (see definitions below) and therefore not subject to a concentration check, right?
(...) A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical. (...)
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.
Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained. (Link)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. (Link)
GM_Colin |
Produce Flame will deal fire damage to the rope.
Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to attempt a concentration check to use a spell-like ability defensively and avoid provoking attacks of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be.
Spell-like ability does require the same amount of concentration check just as casting a spell. It essentially follow the same rule as spells does, except no verbal/somatic/material component.
Tat Gnosor |
Ok, thanks!
Khon'Ur |
> Snake: 1d20 + 3 ⇒ (18) + 3 = 21
I have an AC22 now (see my tagline). The Shield of Faith was one of the reasons why we immediately gave chase .)
GM_Colin |
> Snake: 1d20 + 3 ⇒ (18) + 3 = 21
I have an AC22 now (see my tagline). The Shield of Faith was one of the reasons why we immediately gave chase .)
Stunned makes you loses your Dexterity bonus to AC, and take an additional -2 AC on top of that. I believe that will bring Khon'Ur's AC low enough for the snake to hit.
Tusk Arane |
I thought I had opened that door in front of me? Cause the room was revealed, so I had posted I moved up to that door and opened it last round. Did I miss something, like someone closed it or I couldn't have opened it, too many action, etc? Checking before I take my turn.
GM_Colin |
I thought I had opened that door in front of me? Cause the room was revealed, so I had posted I moved up to that door and opened it last round. Did I miss something, like someone closed it or I couldn't have opened it, too many action, etc? Checking before I take my turn.
Pink closed it
Tat Gnosor |
@all: The dice are certainly not on our side in this fight. :-( How can we avoid a TPK?
GM_Colin |
Feels like a good time to pause for you guys to think about strategy.
FYI, the armory room have short swords and daggers if Khon'Ur need weapon.
Tusk Arane |
We probably shouldn't have chased them in the first place. Tusk wasn't ready for a chase. Let them run and then chase them down 3 rounds later.
GM_Colin |
Imp's death threshold(in terms of total damage taken) is 19HP+14CON=33, currently at -10, and he only have 1 more round of poison left. I don't treat the HP lost from CON damage as HP damage that un-stablize you, so even if he keep failing Fort save for 6 CON damage total, he will still be alive and stable at -12.
Darnellios is only at -2 HP and 3 round of poison left. So he would be stable as well.
Gabriel's threshold is 20HP+14CON=34. He received 29 pt of damage from a Crit + Sneak and a sneak attack, then there was 2 HP lost from poison's CON damage, putting him dangerously low at -11 before considering the stabilization check. He's still bleeding out, so I'm holding off recalculating HP to see if he want to reroll the stabilization check. He got as many GM star as I do so that might helps.
If the goal is to TPK then they would have CDG all three of them a long time ago, which I purposely choose not to have the splinter act that way.
I checked the Combat and Condition rule, and entangled condition does not forbid you to Withdrawl. So Tat still has that option if he wants to.